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Rogue Skill Tree

From Diablo 4 Wiki

The Rogue has access to six groups of skills:

  • Basic
  • Core
  • Agility
  • Subterfuge
  • Imbuements
  • Ultimate

The tables below show the Rogue's skill and talents as they appear in the game's skill tree and in the correct order.

The tables are read from left to right with the upgrades listed to the left of the main skill. All talents are listed in yellow.

Note: As the skill and talent stats are changing as testing progresses, all stats have been removed as they will change prior to the game's final release.

Basic

Required Points: N/A

Puncture

Puncture

Throw your blades, dealing 27% damage and Slowing enemies by 20% for 2 seconds. Critical Strikes will always show.

Requires Dual Wielded Weapons.

Damage: Physical

Tags: Basic, Ranged

Lucky Hit Chance: 50%

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Enhanced Puncture

Gain 2 Energy when Puncture damages a Crowd Controlled enemy.

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Primary Puncture

Every 3rd caste of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.

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Fundamental Puncture

Puncture now throws 3 blades in a spread, each dealing 35% of its base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.

Blade shift

Blade Shift

Quick stab your victim for 19% damage and shift, allowing you to move freely through enemies for 3 seconds.

Requires Dual Wielded weapons

Damage: Physical

Tags: Basic, Melee

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Enhanced Blade Shift

Damaging an enemy with Blade Shift grants 5% Movement Speed while Blade Shift is active up to +20%

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Primary Blade Shift

While Blade Shift is active you gain 15% to all non-Physical Resistances and reduce the duration of Control Impairing Effects by 20%.

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Fundamental Blade Shift

Moving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times your next Blade Shift will Immobilize enemies for 2 seconds.

Invigorating strike

Invigorating Strike

Melee attack an enemy, dealing 29% damage and increasing Energy Regeneration by x20% for 3 seconds.

Requires Dual Wielded weapons

Damage: Physical

Tags: Basic, Melee

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Enhanced Invigorating Strike

Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to x30%.

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Primary Invigorating Strike

Invigorating Strike now grants +8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to +16% Lucky Hit Chance.

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Fundamental Invigorating Strike

Hitting an enemy with Invigorating Strike while you are below +50% Energy makes them Vulnerable for 3 seconds.

Forceful arrow

Forceful Arrow

Fire a powerful arrow at an enemy, dealing 25% damage. Every 3rd cast makes the enemy Vulnerable for 2. seconds.

Requires a Ranged Weapon

Damage: Physical

Tags: Basic, Ranged

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Enhanced Forceful Arrow

Every 3rd cast of Forceful Arrow additionally has a +15% increased Critical Strike Chance.

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Primary Forceful Arrow

Forceful Arrow pierces through Vulnerable enemies.

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Fundamental Forceful Arrow

Forceful Arrow Knocks Back the enemy if they are nearby. If they collide with an enemy, both are Knocked Down for 1.5. seconds.

Heartseeker

Heartseeker

Fire an arrow that seeks an enemy, dealing 28% damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%.

Requires a Ranged Weapon

Damage: Physical

Tags: Basic, Ranged

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Enhanced Heartseeker

When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.

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Primary Heartseeker

Heartseeker ricochets to an additional enemy, dealing 30% of the original damage.

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Fundamental Heartseeker

Heartseeker also increases the Critical Strike Damage the enemy takes by +5% for 4 seconds, up to +25%.

Core

Required Points: 2

Twisting blades

Twisting Blades

Impale an enemy with your blades, dealing 57% damage and making them take x8% increased damage while impaled. After 1.5 seconds the blades return to you, piercing enemies for 74% damage

Requires Dual Wielded weapons

Energy Cost: 30

Damage: Physical

Tags: Core, Melee

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Enhanced Twisting Blades

Twisting Blades deals x30% increased damage when returning.

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Improved Twisting Blades

Enemies are Immobilized while impaled with Twisting Blades.

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Advanced Twisting Blades

When your Twisting Blades return, you gain a +10% Cooldown Reduction per enemy they passed through for 5 seconds, up to +30%.

Barrage

Barrage

Unleash a barrage of 5 arrows that expands outwards, each dealing 26% damage. Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's base damage.

Requires Ranged Weapon.

Energy Cost: 30

Damage: Physical

Tags: Core, Ranged

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Enhanced Barrage

Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy

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Improved Barrage

Every 3rd cast of Barrage makes enemies Vulernable for 2 seconds.

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Advanced Barrage

Whenever a single cast of Barrage ricochets at least 4 times your next cast gains a +20% increased Critical Strike Chance.

Flurry

Flurry

Unleash a flurry of stabs and slashes, dealing 76% damage to enemies in front of you.

Requires Dual Wielded weapons

Energy Cost: 25

Damage: Physical

Tags: Core, Ranged

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Enhanced Flurry

Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life up to 12% per cast.

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Improved Flurry

If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.

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Advanced Flurry

Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds.

Rapid fire

Rapid Fire

Rapidly fire 5 arrows each dealing 20% damage.

Combo Points increase damage and arrows fired

Requires a Ranged Weapon.

Energy Cost: 25

Damage: Physical

Tags: Core, Ranged

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Enhanced Rapid Fire

Each subsequent arrow from  Rapid Fire has a +5% increased Critical Strike Chance up to +25% for the 5th arrow.

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Improved Rapid Fire

Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.

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Advanced Rapid Fire

Rapid Fire deals x30% increased Critical Strike Damage for 3 seconds after you Evade.

Penetrating shot

Penetrating Shot

Fire an arrow that pierces through all enemies in a line, dealing 89% damage.

Requires a Ranged Weapon

Energy Cost: 35

Damage: Physical

Tags: Core, Ranged

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Enhanced Penetrating Shot

Penetrating Shot deals x20% increased damage per enemy it pierces.

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Improved Penetrating Shot

If Penetrating Shot damages at least 3 enemies, your next  Penetrating Shot has a +20% increased Critical Strike Chance.

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Advanced Penetrating Shot

When cast with full Energy Penetrating Shot will Slow all enemies it hits by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds.

Passives

Sturdy

You gain x4%/x8%/x12% Close Damage Reduction.

Siphoning Strikes

Heal for 1%/2%/3% of your Maximum Life when you Critically Strike nearby enemies.

Point required in Sturdy.

Stutter Step

Critically striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.

Agility

Required Points: 2

Shadow step

Shadow Step

Become Unstoppable and quickly move through the shadows and stab your victim from behind for 91% damage. Gain 50% increased Movement Speed for 2 seconds afterwards.

Requires Dual Wielded weapons

Cooldown: 9 seconds

Damage: Physical

Tags: Agility, Melee

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Enhanced Shadow Step

Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds

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Disciplined Shadow Step

Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you haven't dealt direct damage to in the last 4 seconds.

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Methodical Shadow Step

Enemies damaged by Shadow Step are Immobilized for 2 seconds.

Dash

Dash

Dash forward and slash enemies for 47% damage.

Requires Dual Wielded weapons

Charges: 2

Charge Cooldown: 10 seconds

Damage: Physical

Tags: Agility, Melee

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Enhanced Dash

Enemies damaged by Dash take x20% increased Critical Strike Damage for 5 seconds.

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Disciplined Dash

Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Stunned for 2 seconds instead.

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Methodical Dash

Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.

Caltrops

Caltrops

Leap backwards and throw caltrops on the ground, dealing 38% damage and Slowing enemies by 50%.  Lasts 6 seconds.

Charges: 2

Charge Cooldown: 12 seconds

Damage: Physical

Tags: Agility, Trap

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Enhanced Caltrops

Enemies take x3% increased damage from all sources each second they're in  Caltrops.

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Disciplined Caltrops

You have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.

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Methodical Caltrops

Caltrops now deals Cold damage and  Chills enemies for 20% per second.

Passives

Weapon Mastery

Gain a bonus when attacking based on weapon type:

  • Daggers: x5%/x10%/x15% increased damage to Healthy enemies.
  • Swords: x3%/x6%/9% increased damage.
  • Bows: x4%/x8%/12% increased damage to Vulnerable enemies.
  • Crossbows: x5%/x10%/x15% increased Critical Strike Damage.
Concussive

After Knocking Back or Knocking Down an enemy, you gain a +5%/+10%/+15% increased Critical Strike Chance against them for 3 seconds.

Rugged

Gain x5%/+10%/+15% Damage Reduction against Damage Over Time effects.

Reactive Defense

Gain x4.5%/x9%/x13.5% Damage Reduction while inflicted with Control Impairing Effects.

Point required in Rugged.

Subterfuge

Required Points: 11

Dark shroud

Dark Shroud

Surround yourself with up to 5 protective shadows. Gain +8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed

Cooldown: 20 seconds

Tags: Subterfuge

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Enhanced Dark Shroud

Dark Shroud's shadows have a 10% chance to not be consumed

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Subverting Dark Shroud

Each active shadow from Dark Shroud grants you a +3% increased Movement Speed.

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Countering Dark Shroud

While you have at least 2 active shadow from Dark Shroud, gain 10% Critical Strike Chance.

Smoke grenade

Smoke Grenade

Throw a smoky concoction at enemies that Dazes them for 4 seconds.

Cooldown: 15.0 seconds.

Tags: Subterfuge

Dazed enemies cannot attack or use skills but are able to move.

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Enhanced Smoke Grenade

Enemies affected by Smoke Grenade take x15% increased damage.

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Subverting Smoke Grenade

If an enemy is Vulnerable, Slowed, or Immobilized Smoke Grenade Dazes them for x20% longer.

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Countering Smoke Grenade

Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% Chance to reduce its Cooldown by 1 second, or by 2 seconds instead of the enemy is Vulnerable.

Poison trap

Poison Trap

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying 435% Poisoning damage over 9 seconds to enemies in the area.

Cooldown: 10.0 seconds.

Damage: Poison

Tags: Subterfuge, Trap

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Enhanced Poison Trap

Poison Trap Immobilizes enemies for 2 seconds when it activates.

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Subverting Poison Trap

Enemies take x10% increased Poisoning Damage while standing in Poison Trap.

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Countering Poison Trap

Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.

Concealment

Concealment

Vanish from sight, gaining Stealth for 4 seconds. During Concealment you additionally become Unstoppable, gain +25% Movement Speed, and can mover through enemies freely.

Using an attack skill during concealment will break Concealment.

Cooldown: 20 seconds.

Tags: Subterfuge

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Enhanced Concealment

You gain 40 energy when you enter Concealment.

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Subverting Concealment

The skill that breaks Concealment makes enemies Vulnerable for 3 seconds.

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Countering Concealment

The skill that breaks Concealment will always be a guaranteed Critical Strike.

Passives

Agile

Using a Cooldown increases your Dodge Chance by x3%/x6%/x9% for 2 seconds.

Exploit

You deal x6%/x12%/x18% increased damage to Healthy and Injured enemies.

Malice

You deal x3%/x6%/x9% increased damage to Vulnerable enemies.

Requires point in Exploit.

Imbuements

Required Points: 16

Shadow imbuement

Shadow Imbuement

Imbue your weapons with festering shadows. Your next 2 Imbeuable Skills deal Shadow damage and infect enemies such that they explode for up to 39% damage on death. Direct damage to infected enemies deals an additional 4% Shadow damage.

Cooldown: 9.0 seconds.

Damage: Shadow

Tags: Imbuements

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Enhanced Imbue Weapon: Shadow

Lucky Hit: Critically Striking an enemy infected by Shadow Imbuement has up to a 30% chance to create a mini explosion dealing 14% Shadow damage to them and surrounding enemies.

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Mixed Imbue Weapon: Shadow

Enemies damaged by Shadow Imbued Skills take x12% increased non-Physical damage for 8 seconds.

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Blended Imbue Weapon: Shadow

Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds.

Cold imbuement

Cold Imbuement

Imbue your weapons with frigid energies. Your next 2 Imbueable skills deal Cold Damage and Chill enemies for up to 50%.  Cold Imbued skills deal x15% damage to Crowd Controlled enemies.

Cooldown: 9.0 seconds.

Tags: Imbuements

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Enhanced Cold Imbuement

Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.

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Mixed Cold Imbuement

Cold Imbued Skills deal x30% increased damage to Frozen enemies.

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Blended Cold Imbuement

Lucky Hit: Critical Strikes with  Cold Imbued Skills have up to a 20% chance to instantly  Freeze enemies for 3 seconds.

Poison imbuement

Poison Imbuement

Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply up to 105% Poisoning damage over 5 seconds.

Cooldown: 9.0 seconds.

Tags: Imbuements

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Enhanced Posion Imbuement

Poison Imbuement’s Poisoning Duration is increased by 1 second.

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Mixed Poison Imbuement

Lucky Hit: Poison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time.

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Blended Posion Imbuement

Critical Strikes with Poison Imbued Skills deal x30% increased Poisoning damage.

Passives

Shadow Crash

Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.

Consuming Shadows

Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.

Requires point in Shadow Crash.

Frigid Finesse

You deal x5%/x10%/x15% increased damage to Chilled enemies. This bonus increases to x10%/x20%/x30% against  Frozen enemies.

Chilling Weight

Chilled enemies have their Movement Speed further reduced by up to 10%/20%/30%.

Requires point in Frigid Finesse.


Deadly Venom

You deal x3%/x6%/x9% increased Poisoning damage.

Alchemical Advantage

You gain +1%/+2%/+3% increased Attack Speed for each enemy you've Poisoned, up to +15%.

Requires point in Deadly Venom.

Debilitating Toxins

Poisoned enemies deal 5%/10%/15% less damage.

Requires point in Deadly Venom.

Potency

Your Imbuement Skill effects have x10%/x20%/x30% increased potency.

Rapid Imbuement

The Cooldowns of your Imbuement Skills are reduced by 5%/10%/15%.

Requires point in Potency.

Trick Attacks

Lucky Hit: Up to a 5%/10%/15% chance to apply a random equipped Imbuement Skill effect when dealing direct damage.

Requires point in Rapid Imbuement or Precision Imbuement.

Precision Imbuement

Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.

Requires point in Potency.

Ultimate

Required Points: 23

Shadow clone

Shadow Clone

Your shadow mimicks your actions for 15 seconds.

The shadow deals 60% of your damage.

Cooldown: 60.0 seconds.

Tags: Ultimate

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Prime Shadow Clone

You are Unstoppable for 5 seconds after casting Shadow Clone.

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Supreme Shadow Clone

Your  Shadow Clone deals an additional 20% of your damage.

Rain of arrows

Rain of Arrows

Arrows rain down over a large area 2 times, each wave dealing 126% damage.

Cooldown: 60.0 seconds.

Damage: Physical

Tags: Ultimate, Ranged

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Prime Rain of Arrows

Imbuement Skill effects applied by  Rain of Arrows have x20% increased potency.

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Supreme Rain of Arrows

Rain of Arrows' second wave Knocks Down enemies for 3 seconds.

Death trap

Death Trap

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 316% damage to enemies in the area.

Cooldown: 45.0 seconds.

Damage: Shadow

Tags: Ultimate

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Prime Death Trap

Enemies are Pulled into Death Trap when it activates.

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Supreme Death Trap

If  Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.

Passives

Trap Mastery

When  Poison Trap or  Death Trap activates, you gain a +4%/+8%/+12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.

Aftermath

After using an Ultimate Skill, restore 25/50/75 Energy.

Adrenaline Rush

While moving, you gain x5%/x10%/x15% increased Energy Regeneration.

Haste

While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.

Requires point in Adrenaline Rush.

Impetus

After moving 15 meters, your next attack deals x7%/x14%/x21% increased damage.

Requires point in Adrenaline Rush.

Innervation

Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.

Second Wind

Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.

Requires point in Innervation.

Alchemist's Fortune

Non-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.

Requires point in Innervation.

Masteries

Required Points: 33 - You can have only one of these.

Momentum

Melee skills grant a stack of Momentum for 8 seconds if they either:

  • Hit a Stunned, Immobilized, or Frozen enemy
  • Hit any enemy from behind

While at 3 stacks if Momentum you gain:

  • 20% increased Damage Reduction
  • x30% increased Energy Regeneration
  • +15% increased Attack Speed
Close Quarters Combat

Damaging a nearby enemy with Ranged or Melee skills each grant a +5% Attack Speed bonus for 8 seconds.

While both Attack Speed bonuses are active, you gain:

  • Lucky Hit: Dealing direct damage to a Crowd Controlled enemy has up to a 75% chance to generate 10 Energy and deal +15% increased damage.
Precision

Critical Strikes with Ranged Skills grant you Precision. You gain x4% increased Critical Strike Damage per stack of  Precision, up to a maximum of x20%.

When you reach maximum Precision, your next Ranged Skill is a guaranteed Critical Strike that deals x40% increased Critical Strike Damage, then consumes all stacks of Precision.

Victimize

Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 30% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.

Exposure

Lucky Hit: Dealing direct damage to an enemy affected by a Trap skill has up to a +30% chance to reduce the active Cooldowns of your Trap skills by 25% and drop a cluster of Stun Grenades that explode and deal 40% total Physical damage and Stun enemies for 0.25 seconds.